The doctors can heal if you ask them to. The only one I disabled was the doctor in the Institute. He would heal you up just by talking to him, no choice in the matter. At least with the other doctors you gota keep saying "heal me" in the dialog options to get healed so you can control that one.
As for your freezing issue, on the surface none of those should've causes conflicts. To be safe you can also load this mod last so anything changed in other mods will be overwitten by this one being in the last load order. Maybe this mod was calling something that had been changed by the other mods, since they might've been later in the load order.
The mod half works for me, i don't heal from lvlups sleeping or eating but stimpacks work. I hope it doesn't fail completely and i can just not use stimpaks and keep at the yolo
I've learned a lot more since Version 2 of this mod. So in Version 3 I should have all forms of healing and red removal disabled. That way if you accidently hit a stimpack or radaway they will do nothing.
Also 2 days ago I learned how to disable the Institute Doctor from auto healing you if you make the mistake of talking to him. For those interested in modding, I went to his dialog and you'll see that his dialog will call a "scene" to run, which is the fade to black heal you up scene. So just delete that "call this scene" part of his dialog and it will stop that healing fade to black event from happening.
Also I'm trying to see if I can disable the actual doctors from healing you as well, but I might stop that work since those healing events take multiple dialog button pushes, so players can just not do those. But the Institute Doctor was horrible, he would heal you if you accidently talked to him, no matter how fast you run away from him.
Oh, one point of concern is the script that runs when you level up. Not sure if consoles will allow scripts to run. If they don't then this mod can do it all but keep the HP accurate on the screen without the script. So you'd have to keep a true health counter on like pen/paper.
If you use a stimpack or any other consumable that regens health, yes. If you pick a perk that regens health it will. I left those in the game since they were in the player's control.
Version 3 of this mod should remove all forms of healing or health regen. I'll be doing a full playthrough to test it and see if I missed anything. There are so many things under the hood that mess with health/endurance/healing which are not advertised at all. Like the Lone Wanderer Perk does not say anything about boosting endurance, yet it seems to.
So I'm looking at the actual "magic effects" in the game that boost end, regens health, ect. I'm following those effects back to the perks/abilities that run those effects, and modding each of those perks/abelites.
But it's easy to miss something so I expect V3.x as I fix things. I'll upload V3 when I start my playthrough and I'll keep an eye on the comments here and the bug reports to fix things in a timely manner.
cool thx! but what about splitting this mod in many files? the do not heal on lvl up works fine! but I am playing Frost (so I removed everything else with FO4Edit and it worked :))
Might be a neat idea but I don't have the time to dig into it and make sure my breaking up the mod will still work.
I did make a stand alone mod for the rad tester for anyone that just wanted to see their actual rad number, but I don't think I ever uploaded it. And now with a new hard drive I fear I didn't back up all my files as much as I thought I did.
I've learned more, so I will try to split up parts of this mod. I'm still learning, but I should be able to start splitting the mod up into parts as optional files.
Is there a bug in combination with the "lone wanderer" perk? When I level up, i lose almost 50% of my HP. Which is, when i calculate it the other way around, exactly the amount of the gained HP from the perk.
Does anyone else have this problem or know how to fix it? Of course besides leaving the perk alone :-)
1. When adventuring without a companion, you take 15% less damage and carry weight increases by 50 2. When adventuring without a companion, you take 30% less damage and carry weight increases by 100 3. When adventuring without a companion, you do 25% more damage. 4. When adventuring without a companion, you have 25 more action points.
Which one of these did you take? I've taken all of them and it never messed with my HP. You don't have another mod that changes what Lone Wanderer does do you?
I went looking under the hood and there is a fortify endurance effect in lone wanderer that is not advertised. I'm gona track it down and see what it does.
So far it just seems to fort END based on the perk you pick. That's not advertised anywhere. I've removed it but I need to test it to see what this change does.
When I figure this out I'll upload Version 3 of the mod.
While I have never played FO4 with this mod myself I am greatly enjoying MATN's run with it so thanks for your part in it. Also If you are ever able to post the rad tester mod I am pretty sure the FROST runners would love it, I know I would lol.
Oh also Jon isn't using my mod, he's using the other mod he lists. But after seeing how that mod works I want to make some changes to mine. Mine requires a script to run each time you level up to keep the on screen health accurate, and it can fail. If it does I want to make a "True Health Tester" similar to my Rad Tester. Something you can use and it will output the true health you have thus far on the screen.
Some of the people in the earlier comments so confused about the existence of this mod kinda cracks me up... Basically, "why would you put yourself through this torture!?" Can't wait for the Let's Play coming up. I may actually try a run for myself with this enabled. I like difficulty mods, but I've never done a YOLO run. It could be a fun challenge, and a push to actually 'try" to finish the game instead of just build settlements
The YOLO playstyle has changed how I play FO4. It has opened up a new playstyle and I just love it. I can't play FO4 any other way, this is so tense and when things go right, very rewarding.
With version 2 of this mod I think I'm gona start over. While looking at options I think I found a very nice way to get geared up very early on. It involves getting to areas that you shouldn't be able to get to at lvl 2, and it's all centered around taking AquaBoy as the first perk. Once you can hit the river and use it safely, so many powerful things open up for you at the start of the game.
I tried this on a new run today. With a clean FO4 install. Spent about 5 or 6 hours with it. It worked great, as far as I could tell. Thank you so very, very much for doing this.
That is very good to hear. If you do experience the Healed on Level Up bug let me know. It's random, sometimes the game just won't call the "reset HP" script.
Just a thought, not a criticism. How do humans normally heal from injuries? We rest, we consume food and water or other "healing beverages", and we make use of medicine if possible.
The YOLO run is not intended to be immersive or realistic. It is a challenge run where the player chooses to conform to a variety of artificial rules/limitations that all devolve down to completing the game, and the DLC, if possible, on one health bar. I mostly do challenge runs of FO4; for me they made the many thousands of hours I've played the game fun and engaging. If you want a good example of what this particular challenge will be like, take a look at Many a True Nerd's Fallout New Vegas YOLO run. It is very entertaining, and impressive.
37 comments
game freezes when I get a level up. any idea?
please see attached screenshot which mods I use
thank you for your help!
EDIT: seems to work now, have eliminated fasttravel, enable console and survival quick save.
however was happened was that the doc in covenant was able to heal crippled arms. is this correct that docs can heal crippling or a bug?
As for your freezing issue, on the surface none of those should've causes conflicts. To be safe you can also load this mod last so anything changed in other mods will be overwitten by this one being in the last load order. Maybe this mod was calling something that had been changed by the other mods, since they might've been later in the load order.
Also 2 days ago I learned how to disable the Institute Doctor from auto healing you if you make the mistake of talking to him. For those interested in modding, I went to his dialog and you'll see that his dialog will call a "scene" to run, which is the fade to black heal you up scene. So just delete that "call this scene" part of his dialog and it will stop that healing fade to black event from happening.
Also I'm trying to see if I can disable the actual doctors from healing you as well, but I might stop that work since those healing events take multiple dialog button pushes, so players can just not do those. But the Institute Doctor was horrible, he would heal you if you accidently talked to him, no matter how fast you run away from him.
Oh, one point of concern is the script that runs when you level up. Not sure if consoles will allow scripts to run. If they don't then this mod can do it all but keep the HP accurate on the screen without the script. So you'd have to keep a true health counter on like pen/paper.
I do have a question though: With the normal means of healing disabled, are there ANY ways of regaining health in the game - at all?
So I'm looking at the actual "magic effects" in the game that boost end, regens health, ect. I'm following those effects back to the perks/abilities that run those effects, and modding each of those perks/abelites.
But it's easy to miss something so I expect V3.x as I fix things. I'll upload V3 when I start my playthrough and I'll keep an eye on the comments here and the bug reports to fix things in a timely manner.
but what about splitting this mod in many files?
the do not heal on lvl up works fine! but I am playing Frost (so I removed everything else with FO4Edit and it worked :))
I did make a stand alone mod for the rad tester for anyone that just wanted to see their actual rad number, but I don't think I ever uploaded it. And now with a new hard drive I fear I didn't back up all my files as much as I thought I did.
Does anyone else have this problem or know how to fix it? Of course besides leaving the perk alone :-)
1. When adventuring without a companion, you take 15% less damage and carry weight increases by 50
2. When adventuring without a companion, you take 30% less damage and carry weight increases by 100
3. When adventuring without a companion, you do 25% more damage.
4. When adventuring without a companion, you have 25 more action points.
Which one of these did you take? I've taken all of them and it never messed with my HP. You don't have another mod that changes what Lone Wanderer does do you?
So far it just seems to fort END based on the perk you pick. That's not advertised anywhere. I've removed it but I need to test it to see what this change does.
When I figure this out I'll upload Version 3 of the mod.
Cheers and kind regards.
Can't wait for the Let's Play coming up. I may actually try a run for myself with this enabled. I like difficulty mods, but I've never done a YOLO run. It could be a fun challenge, and a push to actually 'try" to finish the game instead of just build settlements
With version 2 of this mod I think I'm gona start over. While looking at options I think I found a very nice way to get geared up very early on. It involves getting to areas that you shouldn't be able to get to at lvl 2, and it's all centered around taking AquaBoy as the first perk. Once you can hit the river and use it safely, so many powerful things open up for you at the start of the game.
Hope you have a lot of fun with the mod!